//FragmentShaderSource

#version 460 core
uniform vec4 UseColor=vec4(1.0f,0f,0.f,1.f);
out vec4 FragColor;
in vec3 Color;
in vec2 TexCoord;

uniform sampler2D texture1;
uniform sampler2D texture2;

uniform vec3 objectColor;
uniform vec3 lightColor;
void main()
{
//	FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
	FragColor = vec4(1.0f);
};